public void OnPlayerExit(Player player) { Dust.Burst(player.Position, player.Speed.Angle(), 16, null); Vector2 value = Vector2.Zero; bool flag = CollideCheck(player, Position + Vector2.UnitX * 4f); if (flag) { value = Vector2.UnitX; } else { bool flag2 = CollideCheck(player, Position - Vector2.UnitX * 4f); if (flag2) { value = -Vector2.UnitX; } else { bool flag3 = CollideCheck(player, Position + Vector2.UnitY * 4f); if (flag3) { value = Vector2.UnitY; } else { bool flag4 = CollideCheck(player, Position - Vector2.UnitY * 4f); if (flag4) { value = -Vector2.UnitY; } } } } bool flag5 = value != Vector2.Zero; if (flag5) { } bool flag6 = oneUse; if (flag6) { OneUseDestroy(); } }
public static void RedDashBegin() { Player player = FrostModule.StateGetPlayer(); DynData <Player> data = new DynData <Player>(player); data["calledDashEvents"] = false; data["dashStartedOnGround"] = false; Celeste.Celeste.Freeze(0.05f); Dust.Burst(player.Position, (-player.DashDir).Angle(), 8, null); data["dashCooldownTimer"] = 0.2f; data["dashRefillCooldownTimer"] = 0.1f; data["StartedDashing"] = true; (player.Scene as Level).Displacement.AddBurst(player.Center, 0.5f, 0f, 80f, 0.666f, Ease.QuadOut, Ease.QuadOut); Input.Rumble(RumbleStrength.Strong, RumbleLength.Medium); data["dashAttackTimer"] = 0.3f; data["gliderBoostTimer"] = 0.55f; player.DashDir = player.Speed = Vector2.Zero; if (!data.Get <bool>("onGround") && player.Ducking && player.CanUnDuck) { player.Ducking = false; } Player_DashAssistInit.Invoke(player, new object[] { }); }
// Make this signature accessible to older mods. public static void Burst(Vector2 position, float direction, int count = 1) { Dust.Burst(position, direction, count, null); }